Universität Wien

123042 PS PS Literary Studies (2025W)

Live, Laugh, Ludic Literature: Reading Games and Playing Books

5.00 ECTS (2.00 SWS), SPL 12 - Anglistik
Continuous assessment of course work

Registration/Deregistration

Note: The time of your registration within the registration period has no effect on the allocation of places (no first come, first served).

Details

max. 25 participants
Language: English

Lecturers

Classes (iCal) - next class is marked with N

  • Monday 13.10. 18:15 - 19:45 Raum 3 Anglistik UniCampus Hof 8 3E-EG-13
  • Monday 20.10. 18:15 - 19:45 Raum 3 Anglistik UniCampus Hof 8 3E-EG-13
  • Monday 27.10. 18:15 - 19:45 Raum 3 Anglistik UniCampus Hof 8 3E-EG-13
  • Monday 03.11. 18:15 - 19:45 Raum 3 Anglistik UniCampus Hof 8 3E-EG-13
  • Monday 10.11. 18:15 - 19:45 Raum 3 Anglistik UniCampus Hof 8 3E-EG-13
  • Monday 17.11. 18:15 - 19:45 Raum 3 Anglistik UniCampus Hof 8 3E-EG-13
  • Monday 24.11. 18:15 - 19:45 Raum 3 Anglistik UniCampus Hof 8 3E-EG-13
  • Monday 01.12. 18:15 - 19:45 Raum 3 Anglistik UniCampus Hof 8 3E-EG-13
  • Monday 15.12. 18:15 - 19:45 Raum 3 Anglistik UniCampus Hof 8 3E-EG-13
  • Monday 12.01. 18:15 - 19:45 Raum 3 Anglistik UniCampus Hof 8 3E-EG-13
  • Monday 19.01. 18:15 - 19:45 Raum 3 Anglistik UniCampus Hof 8 3E-EG-13
  • Monday 26.01. 18:15 - 19:45 Raum 3 Anglistik UniCampus Hof 8 3E-EG-13

Information

Aims, contents and method of the course

Ludic literature (from Latin ludus: game or play) is hardly new. From the I Ching to the riddles in Late Antiquity, from Tristram Shandy to 1960s ‘shuffle fiction’, many antecedents can be found to the playful, participatory, multimodal, and/or oftentimes ‘digital-born’ examples of today. To cope with the abundance of disparate works and genres that might be referred to as ludic literature, we will use Astrid Ensslin’s idea of ‘cognitive-ergodic ludicity’ as a delineation in this course. In particular, we will engage with works that are created for and to be experienced on a digital device (such as interactive fiction, kinetic poetry, Twine games, and visual novels), while also examining selected examples of print literature (such as gamebooks and multimodal novels) that influence and are influenced by these newer forms of digital literature.

In small-group and plenum discussions, we pursue questions of how ludic literature is read/played/experienced, its somewhat paradoxical nature, context and formal qualities, as well as how to analyze texts that may be manifold, nonlinear, and open-ended. Students will get to know the concept as well as contemporary research on ludic literature, they will be able to identify and critically engage with ludic narratives, and will be equipped with the necessary tools to put their own ludic experiences into writing.

Parallel to this thematic focus, students will develop their general academic research and writing skills for future applications. At the end of this course, students will have learned how to find a research topic, formulate a research question, find and make effective use of secondary literature, adhere to the rules of good scientific practice, and how to structure and write a term paper.

Assessment and permitted materials

regular attendance (max. two absences), in-class and preparatory participation (Moodle tasks), group presentation, research proposal, term paper

You are not allowed to use any AI tools for any task of the course (whether it is graded or not).

Minimum requirements and assessment criteria

participation (20 points)
group presentation (20 points)
research proposal (15 points)
term paper, 3500 words +/- 10% (45 points)

Grading scale:
1: 90-100 points
2: 80-89 points
3: 70-79 points
4: 60-69 points
5: 0-59 points

Examination topics

There will be no written exam.

Reading list

The following is a tentative reading list for the course. There might be adjustments and extensions still, with the final reading being confirmed at the beginning of the course.

Primary Literature
• Daly, Liza. Harmonia. [interactive fiction] 2017. https://harmonia-game.com/
• Dely, Raphaël & Marine Theunissen. The Heartbeat You Never Had. [game poem] 2020. https://eckartg.itch.io/heartbeat
• Gailey, Sarah. “STET” [interactive short story] 2018. https://firesidefiction.com/stet
• Gray, Allyson. Dysfluent. [Twine game] 2023. https://zophobas-morio.itch.io/dysfluent
• North, Ryan. Romeo and/or Juliet: A Chooseable-Path Adventure. [Game book] Glasgow: Orbit Books, 2016.
• Pipkin, Everest. Anonymous Animal. [browser poem] 2022. https://anonymous-animal.neocities.org/
• Prof. Lily. 31st March, Midnight. [visual novel] 2024. https://proflilyvn.itch.io/31st
• Spielberg, Steven. Steven Spielberg's Director's Chair. [interactive film] 1996. https://molleindustria.org/directorschoices/#

Secondary Literature
All readings will be made available on Moodle and will include, among others, sections from:

• Arnaudo, Marco. "Studying Gamebooks: A Framework for Analysis." Analog Game Studies. 23 September 2023. https://analoggamestudies.org/2023/09/studying-gamebooks-a-framework-for-analysis/
• Ensslin, Astrid. Literary Gaming. Cambridge, MA: The MIT Press, 2014.
• Hayles, Katherine. “Print is Flat, Code is Deep: The Importance of Media-Specific Analysis.” Poetics Today 25(1): 2004, 67-90.
• Rettberg, Scott. Electronic Literature. Cambridge, UK: Polity Press, 2019.
• Salter, Anastasia & Stuart Moulthrop. Twining: Critical and Creative Approaches to Hypertext Narratives. Amherst, MA: Amherst College Press, 2021.
• Skains, R. Lyle. Neverending Stories: The Popular Emergence of Digital Fiction. New York, NY: Bloomsbury Academic, 2023.

Association in the course directory

Studium: BA 612; BEd 046 / 407
Code/Modul: BA10.1; BEd 08a.1, BEd 08b.2
Lehrinhalt: 12-3041

Last modified: Fr 10.10.2025 14:26